Rupture Spire

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
Commander (2016 Edition) Common
Commander 2013 Common
Planechase 2012 Edition Common
Duel Decks: Ajani vs. Nicol Bolas Common
MTG: Commander Common
Premium Deck Series: Slivers Common
Conflux Common

Combos Browse all

Rupture Spire

Land

Rupture Spire enters the battlefield tapped.

When Rupture Spire enters the battlefield, sacrifice it unless you .

: Add one mana of any color to your mana pool.

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Rupture Spire Discussion

Kinpa6Ansatsu on This deck shouldn't win

1 month ago

To make this more competitve maybe add Palinchron or one of its budget versions. Also depending on how attached you are to Kruphix, maybe switch for Rashmi or Thrasios.Alchemist's Refuge is pretty good. Rupture Spire is not. Natural State and Nature's Claim are popular artifact/enchantment control currently. Maybe throw in Green Sun's Zenith and Dryad Arbor. Lastly, Temur Sabertooth is not a bad backup for a flicker engine.

VraskaTheCursed on Budget-Friendly Breya Combo Deck

1 month ago

@cardplayer12345

(just a sidenote - not sure if you know, but if you put And around a card name it links it, same with usernames.)

LOL Vraska was my first walker and one of my favs as well!!

I really like the swaps you made. I wasn't sure how much you had already invested in the mana base, which is why i suggested Rupture Spire and Transguild Promenade (they're a good start). A quick question tho - why did you take out Tolaria West? was it just the fact that it enters tapped?

also, now that I think of it, how do you feel about Amulet of Vigor? it can help with mana early game and be sac fodder for slobad, breya, ironworks, etc.

looking forward to see updates of this deck. btw, i also use it to playtest my 5-color weenies deck btw cuz my friend plays breya, and this was the only breya deck I could find that is ahem budget and without degenerate combos (just like my deck and my friend's deck).

see ya around, man

VraskaTheCursed on Budget-Friendly Breya Combo Deck

1 month ago

I agree, you def need more sources of blue mana, but this can easily be fixed as you upgrade your mana base. I'd recommend taking out the bounce lands (I don't particularly like them in 4-5 color decks either) and adding in Rupture Spire, Transguild Promenade, and one other land that can produce more than 3 colors of mana.

Deadeye Navigator + Peregrine Drake goes infinite and will cost you less than $3 (plus sb with breya is pretty op).

Keep up the good work, +1 from me

alexsmith21 on The Stepford Cuckoos

1 month ago

Suggestions

So with these suggestions, I really wanted to commit to thoughtful suggestions that compliment your playstyle, upgrade existing cards, and give your deck a chance to set itself up for success.

Starting with lands. I know I preach lands and basics, and part of the reason for that is a deck is only as successful as its mana base. Looking at the basic lay out, you have 35 lands, which is kind of on the low end. In a color-scheme that doesn't land ramp well naturally, so we will work to address this. Current stat, 13 out of 35 of your lands enter tapped, meaning that if you keep a hand of 3 lands, on average 1 will end up entering tapped and with a average CMC of 3.6, this means you might be waiting until turn 4-5 to play a first spell. So we will fix the mana base first. We will do this by addressing lands and mana sources that enter tapped or don't further your goal:

DROP: Alloy Myr; ADD: A basic Land. The reason is because it sits at the top of your curve and needs a turn to activate, thus being prone to a board wipe.

DROP: Rupture Spire and Transguild Promenade; ADD: Exotic Orchard and Myriad Landscape. These multicolor lands actually set you back a turn without realizing it, since you have to pay into them as well. Exotic Orchard plays into your theme and actually gives you access to other colors of mana in your opponents hand. Myriad Landscape can be used to ramp too.

DROP: The guildgates; ADD: The pain lands. Each one of Caves of Koilos, Adarkar Wastes, and Underground River. Great cards that offer mana fixing without a hit to a budget. They also enter untapped, which is the key.

DROP: The Ravnica Karoos; ADD: The Check Lands. Again, a situation kinda like Rupture Spire, this sets you back early game and is unfortunate late game when you have momentum. The check lands, each one of Glacial Fortress, Drowned Catacomb, and Isolated Chapel. They don't enter tapped provided you have a basic land TYPE (key word there). Again, they enter untapped which is important.

OPTIONAL DROP: One of each Basic Land; ADD: The Shock lands. These guys are phenomenal, seriously. If you can swing it, I'd recommend it bigly.


OK! Now that we have hit the mana base, lets look at upgrading some of the utility cards that allow your deck to get the gas it needs in play, things like your ramp spells and tutors, and just generally better versions of what you're running. Since we added and fixed your lands up a bit, we can slow down on all the ramp artifacts. So here are some suggested adds to get more bang for your commander.

DROP: Armillary Sphere; ADD: Darksteel Plate. We took care of the basic function of Armillary Sphere with Myriad Landscape, so this card seems overpriced and slow for the effect now. Expedition Map will fetch you a utility land/Mana fixer and is better, which you already have in here, so lets use this slot to get some protection for your commander. Sen Triplets draw hate by their nature, so having ways to protect them is important. Darksteel Plate keeps them around and forces people to play their board wipes different if they want your gals gone.

DROP: Manalith; ADD: Lightning Greaves or Swiftfoot Boots. More protection for the commander. Manalith is redundant and weaker when compared to Darksteel Ingot, making it the subject of the pull. Nuff Said.

SUGGESTED DROP: Annex; ADD: Strionic Resonator. Now hear me out on this one Sen Triplets is a triggered ability, denoted by the "At the beginning..." in the card. Annex may net you a land or remove utility, but copying your commanders ability seems like its more your style. And targeting two players at once has obvious benefits that I don't have to overstate here.

DROP: Beguiler of Wills; ADD: Merieke Ri Berit. With only 15 creatures (after cutting Alloy Myr), the maximum effect you could get from Beguiler of Wills feels limited. The suggestion here is a straight upgrade, non-conditional creature steal. Just gotta keep her tapped. And with added protection from the new protection artifacts, thats easier to do.

SUGGESTED DROP: Memory Plunder; ADD: Stolen Goods. They sit at the same spot on the mana curve, however, and the reason I put suggested here, is the casting cost of Memory Plunder really eats into your colored mana available, whereas Stolen Goods does not. This is more of a preference call but one I wanted to make any way

SUGGESTED DROPS: Thrashing Wumpus + Charisma; ADD: Enchanted Evening + Aura Thief. This fits the comboo here in a similar fashion, however I'd argue the latter is much more powerful and fitting to your deck than the former. Adding a sac outlet like High Market which can be fetched by your Expedition Map ensures that you have your combo. These pieces aside, each of these cards can serve a purpose on the board separately as well.

DROP: Silence; ADD: Anguished Unmaking. Some of the best modern spot removal in the game. Silence is the lesser of the 3 spells that cancel out a person's spell casting ability.

DROP: Grand Arbiter Augustin IV; ADD: Supreme Verdict or Wrath of God. Now this is one where you could probably explain it a bit more to me, but it feels really out of place from the outside looking in. It unnecessarily draws hate when your commander already does that a lot for you. A board wipe here could help.

DROP: Sidisi, Undead Vizier; ADD: Dragonlord Silumgar. Sidisi lets you sac a creature you steal from your opponent, true, but if your commander isn't online or you don't have a large creature presence, its a dead draw. Adding Dragonlord Silumgar actually fits our fairly-heavy planeswalker meta well,or grabs a creature that a player has. Just imagine the look on Eric's face when you pay 6 mana for his 8 mana Ugin

DROP: Memory Lapse; ADD: Counterspell. Strict upgrade.

DROP: Seizan, Perverter of Truth; ADD: Keiga, the Tide Star or Recurring Insight. This one could go either way, depends on preference. I'm recommending cutting Seizan though because its the third effect of Howling Mine and Kami. It lands turn 5 if you have it in your opening hand, and you don't get the benefit until it comes back to you. 2 extra cards is a big deal in our meta as the faster decks just got more answers to kill stuff before it comes back to you. Recurring Insight sits in a similar spot on the curve and allows interaction with another player, and Keiga is a great trap that sits with your "Theft" theme.

DROP: Damnable Pact; ADD: Blue Sun's Zenith. While Damnable Pact gives you a way to deal damage to another player, if you can't kill them with this spell then you just gave them a ton of answers to kill you with or combo out. BSZ performs a similar function, however can be done at instant speed, hit you or another player, and shuffles back into your deck. Another viable option here would be Sphinx's Revelation

DROP: Knight of the White Orchid; ADD: Solemn Simulacrum. Its conditional land search at 2 mana, versus unconditional land search at 4 colorless mana. Sad robot is stronger in this case. Plus, Weathered Wayfarer does the knights job better.

SUGGESTED DROP: Fellwar Stone; ADD: Deep Analysis. Card draw that comes back. With a stronger mana base, less mana rocks is viable. I picked Fellwar Stone because of its effect, however only a suggested drop because I know it plays into your commander's strength. So up to you on this one.

SUGGESTED DROP: Plea for Guidance; ADD: A card draw spell, or another Jank spell of your choice. Plea for Guidance is a nice card, but at 6 mana its almost tapping you out in a given turn to get cards you can't play that turn. You also have 4 other tutors in the deck that give you an enchantment when you need it, so use this slot to play a different jank card that fits your playstyle and theme better.


So this is all I've got for now. Just a few thoughts I had immediately combing the deck. Again, these are all just suggestions and I tried to be cognizant of your playstyle and commit to adding thoughtful suggestions that also wouldn't break the bank.

Some other fun cards I stumbled across that were pure jank when looking for upgrades are below:

Mindleech MassAvarice TotemDomineering WillPreacher (from the dark so obviously you might like it...)Roil ElementalMeasure of Wickedness

Hope this helps!

hoardofnotions on Munda's Allied Forces

1 month ago

you have 2 myriad landscapes

cut Rupture Spire for any tap land like Boros Guildgate

possible cuts

Lightning Bolt, Honor of the Pure, Lightning Helix, Mizzium Mortars, Boros Cluestone, Crown of Doom, Inspired Charge

possible adds

allies

Allied Reinforcements, Angelic Captain, Join the Ranks, Oath of Gideon

other cards

Tithe, Gift of Estates, Boros Signet, Worn Powerstone, Mind Stone mana rocks that hit the field before your commander. It seems like once your deck is going you'll never draw another non-ally again. so get your ramp on before your commander comes down

Scroll Rack and Land Tax while out of budget are the best card draw have to offer, imo

Conjurer's Closet, Eerie Interlude, Eldrazi Displacer, Ghost Way, Legion's Initiative, Mimic Vat retrigger your allies effects!

Sunforger goodness

Enlightened Tutor, wear//tear, Deflecting Palm, Mistveil Plains,

Coat of Arms, Door of Destinies and Eldrazi Monument are the pump spells i think you want

hoardofnotions on Kreshing Elementals

1 month ago

Ancient Ziggurat, Rupture Spire could be basics i think

Vandalblast could be Subterranean Tremors

Tropical Storm could be Arashi, the Sky Asunder

Apprentice Necromancer could be Doomed Necromancer I think you'll like the card advantage over a pump to kresh in the long run

Essence Harvest, Rupture, Soul's Fire, Stalking Vengeance, seems like a good complement to Fling

Primal Growth, Quietus Spike, Urza's Incubator, Elbrus, the Binding Blade  Flip possible cut?

Back to Nature over Tranquil Path i think the mana efficiency will be better over the card draw all lot of the time for this type of effect

In your sideboard I see a couple cards that I think should make there way to the main deck, such as Chandra's Ignition and Blasphemous Act

hoardofnotions on The Family from Sea Gate.

1 month ago

Shard Convergence- worth it? maybe a Cultivate instead

Darksteel Ingot swap with Chromatic Lantern or Coalition Relic

Lands could use a big update, and it dosen't need to be expensiveall the taplands (guildgates and gain 1 life lands) could be replaced with the tri lands from alara blockArcane Sanctum, Crumbling Necropolis, Jungle Shrine, Savage Lands, Seaside Citadel, and Exotic OrchardReflecting Pool is a better Rupture Spireyou could throw in a couple colorless utility lands and have you filter lands color fix you when needed. maybe add Vault of the Archangel, Reliquary Tower, Temple of the False God, Winding Canyons

Lurking Predators and Munda, Ambush Leader seem like best friends!

Captain's Claws makes ally tokens

Jwari Shapeshifter is the clone you want!

creatures that don't seem strong enoughGoblin Freerunner, Drana's Chosen, Drana's Emissary, Jori En, Ruin Diver (Not even an ally!), Zulaport Chainmage,

ally's you could addAkoum Battlesinger, Bala Ged Thief, Bojuka Brigand, Bruse Tarl, Boorish Herder, Grovetender Druids, Hada Freeblade, Halimar Excavator, Harabaz Druid, Highland Berserker, Kalastria Healer, Kor Entanglers, Makindi Patrol (change for Joraga Bard), Murasa Pyromancer, Oran-Rief Survivalist, Reckless Bushwhacker, Tuktuk Scrapper

you could swap Marshal's Anthem for Patriarch's Bidding

also add Harsh Mercy

maybe cut the Overwhelming Stampede

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